138 lines
3.5 KiB
GLSL
138 lines
3.5 KiB
GLSL
vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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# DYNAMIC: "SKINNING" "0..1"
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# STATIC: "TEETH" "0..1"
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#include "macros.vsh"
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local( $worldPos, $worldNormal, $projPos );
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alloc $worldPos
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alloc $worldNormal
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alloc $projPos
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if( 0 )
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{
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; NOTE: Don't do this optimization anymore since it would mean a gazillion combos
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; Special case for static prop lighting. We can go directly from
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; world to proj space for position, with the exception of z, which
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; is needed for fogging *if* height fog is enabled.
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; NOTE: We don't use this path if $envmap is defined since we need
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; worldpos for envmapping.
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dp4 $projPos.x, $vPos, $cModelViewProj0
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dp4 $projPos.y, $vPos, $cModelViewProj1
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dp4 $projPos.z, $vPos, $cModelViewProj2
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dp4 $projPos.w, $vPos, $cModelViewProj3
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; normal
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dp3 $worldNormal.x, $vNormal, $cModel0
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dp3 $worldNormal.y, $vNormal, $cModel1
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dp3 $worldNormal.z, $vNormal, $cModel2
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; Need this for height fog if it's enabled and for height clipping
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dp4 $worldPos.z, $vPos, $cModel2
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}
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else
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{
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&SkinPositionAndNormal( $worldPos, $worldNormal );
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if( $SKINNING == 1 )
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{
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&Normalize( $worldNormal );
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}
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;------------------------------------------------------------------------------
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; Transform the position from world to view space
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;------------------------------------------------------------------------------
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dp4 $projPos.x, $worldPos, $cViewProj0
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dp4 $projPos.y, $worldPos, $cViewProj1
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dp4 $projPos.z, $worldPos, $cViewProj2
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dp4 $projPos.w, $worldPos, $cViewProj3
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}
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mov oPos, $projPos
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;------------------------------------------------------------------------------
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; Fog
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;------------------------------------------------------------------------------
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&CalcFog( $worldPos, $projPos );
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; base tex coords
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dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_6
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dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_7
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; normal map coords
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;dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_8
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;dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_9
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; spotlight texcoords
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dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1
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dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2
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dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3
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dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4
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local( $worldPosToLightVector, $distFactors );
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alloc $worldPosToLightVector
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sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0, $worldPos
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mov oT2, $worldPosToLightVector
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local( $distatten );
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alloc $distatten
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; $distatten = [ 1, 1/dist, 1/distsquared ]
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; dist squared
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dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector
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; oodist
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rsq $distatten.y, $distatten.z
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mov $distatten.x, $cOne
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local( $dist );
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alloc $dist
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mul $dist.x, $distatten.z, $distatten.y
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rcp $distatten.z, $distatten.z ; 1/distsquared
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local( $endFalloffFactor );
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alloc $endFalloffFactor
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; ( dist - farZ )
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sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w
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; 1 / ( (0.6f * farZ) - farZ)
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mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w
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max $endFalloffFactor, $endFalloffFactor, $cZero
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min $endFalloffFactor, $endFalloffFactor, $cOne
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local( $vertAtten );
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alloc $vertAtten
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dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5
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mul $vertAtten, $vertAtten, $endFalloffFactor
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if( $TEETH )
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{
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alloc $mouthAtten
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dp3 $mouthAtten, $worldNormal.xyz, $SHADER_SPECIFIC_CONST_10.xyz
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max $mouthAtten, $cZero, $mouthAtten
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mul $mouthAtten, $mouthAtten, $SHADER_SPECIFIC_CONST_10.w
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mul $vertAtten, $vertAtten, $mouthAtten
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free $mouthAtten
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}
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mov oD0, $vertAtten
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mov oT3.xyz, $worldNormal.xyz
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free $dist
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free $endFalloffFactor
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free $worldPos
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free $worldNormal
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free $projPos
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free $worldPosToLightVector
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free $distatten
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free $vertAtten
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